Surodal

A land of darkness and mistrust waiting for the emergence of heroes to save it from a desolate future.

Halfling

Small humanoids that average four foot in height and about eighty pounds in weight. They are just as varied as Humans in the way they look, though they don’t grow beards. These wandering people live about as long as Humans but are warm and cheerful. Though they have a rather sunny disposition, treating all they come across with curious respect, they are in no way naive. Halflings are a very brave people that due to their small size have had little to fear from the many ages and its peoples.

Halfling Racial Traits

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Alternate Racial Rules

Halflings are naturally blessed with good luck and adaptability to their surroundings. The following rules correspond with these attributes and may be used with any halfling character.
Alternate Racial Traits

The following racial traits may be selected instead of existing halfling racial traits. Consult your GM before selecting any of these new options.

Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

Craven: While most halflings are fearless, some are skittish, making them particularly alert. Halflings with this racial trait gain a +1 bonus on initiative checks and a +1 bonus on attack rolls when flanking. They take a –2 penalty on saves against fear effects and gain no benefit from morale bonuses on such saves. When affected by a fear effect, their base speed increases by 10 feet and they gain a +1 dodge bonus to Armor Class. This racial trait replaces fearless and halfling luck.

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Ingratiating: Halflings often survive at the whims of larger, more aggressive races. Because of this, they go out of their way to make themselves more useful, or at least entertaining, to larger folk. Halflings with this racial trait gain a +2 bonus on skill checks for a single Perform skill of their choice, and Perform is always a class skill for them. They also gain a +2 bonus on Craft and Profession checks. This racial trait replaces keen senses and sure-footed.

Polyglot: Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses and alters the halfling language racial trait.

Practicality: Halflings value hard work and common sense. Halflings with this racial trait gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions. This racial trait replaces fearless and sure-footed.

Shiftless: Halflings have a reputation for larceny and guile—and sometimes it’s well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.

Swift as Shadows: Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces sure-footed.

Wanderlust: Halflings love travel and maps. Halflings with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, halflings treat their caster level as +1 higher than normal. This racial trait replaces fearless and halfling luck.

Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.
Racial Subtypes

You can combine various alternate racial traits to create halfling subraces or variant races, such as the following.

Avenging: Unlike most halflings, members of this subtype actively look for trouble in their quest to avenge slights and wrongdoings. Whether resisting a local bully, monster, or troops of an oppressive ruler, halfling warriors of this secret subculture don masks and strike back on behalf of their community. These halflings have the low blow, underfoot, and warslinger alternate racial traits.

Nomadic: These halflings were born on the road and most follow it until the end of their days. They travel fast and light and never miss a chance for either profit or adventure. These halflings have the fleet-footed, polyglot, and wanderlust alternate racial traits.

Slave Born: These halflings come from lineages that have spent countless generations as property. Though usually free themselves, the weight of slavery still bears down on their souls, making them eager to please and prone to sudden fits of fear. These halflings have the craven and ingratiating alternate racial traits.
Favored Class Options

The following favored options are available to all halflings who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

Alchemist: Add one extract formula from the alchemist’s list to the alchemist’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.

Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the surprise accuracy rage power.

Bard: Add +1/2 on Bluff checks to pass secret messages, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as an elven, half-elven, or human child.

Cavalier: Add +1/2 to the cavalier’s effective class level for the purposes of determining the damage he deals when making an attack of opportunity against a challenged foe.

Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.

Druid: Add a +1/4 luck bonus on the saving throws of the druid’s animal companion.

Fighter: Add +1 to the fighter’s CMD when resisting a trip or grapple attempt.

Gunslinger: Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +2) or +1/4 to the AC bonus gained when using the gunslinger’s dodge deed.

Inquisitor: Add +1/4 to the number of times per day that an inquisitor can change her most recent teamwork feat.

Magus: The magus gains 1/6 of a new magus arcana.

Monk: Add +1 to the monk’s CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.

Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.

Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).

Rogue: Choose a weapon from the following list: sling, dagger, or any weapon with “halfling” in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Summoner: Add +1 skill rank to the summoner’s eidolon.

Witch: Add +1/4 to the witch’s caster level when determining the effects of the spells granted to her by her patron.

Wizard: Add +1/2 to the wizard’s effective class level for the purposes of determining his familiar’s natural armor adjustment, Intelligence, and special abilities.